GSC X TWS Vehicle Locks
by GSC Zeus
1.0.24
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 11:31:01 GMT
- Last Modified
- Tue, 29 Sep 2026 11:31:12 GMT
1.0.23
Fix for GSC_VehicleLockUserAction
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 11:20:52 GMT
- Last Modified
- Tue, 29 Sep 2026 11:20:56 GMT
1.0.21
-
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 11:09:01 GMT
- Last Modified
- Tue, 29 Sep 2026 11:09:07 GMT
1.0.20
Removed Debug Logs
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 10:25:13 GMT
- Last Modified
- Tue, 29 Sep 2026 10:25:19 GMT
1.0.19
Vehicles can now be unlocked / locked with the new UserAction at the engine ignition switch.
- Game Version
- 1.8.0.13
- Created
- Tue, 29 Sep 2026 10:17:58 GMT
- Last Modified
- Tue, 29 Sep 2026 10:18:02 GMT
1.0.18
Attempt fix for GM Actions
- Game Version
- 1.8.0.13
- Created
- Sun, 27 Sep 2026 18:21:33 GMT
- Last Modified
- Sun, 27 Sep 2026 18:21:40 GMT
1.0.17
- Inspect Trunk was opening every connected player's own inventory screen**, not just the GM's. `ScriptedUserAction.PerformAction` runs on every client that has the action replicated by default, not only on the client that triggered it, unless `HasLocalEffectOnlyScript()` is overridden to return `true`. Added that override to `GSC_VehicleAdminTrunkViewUserAction` (and, for the same reason, to `GSC_VehicleForceUnlockUserAction`/`GSC_VehicleForceUnclaimUserAction`, which were otherwise having every nearby client redundantly re-send the same Force Unlock/Unclaim RPC to the server).
- Game Version
- 1.8.0.13
- Created
- Sat, 26 Sep 2026 12:36:22 GMT
- Last Modified
- Sat, 26 Sep 2026 12:36:25 GMT
1.0.16
Updated license
- Game Version
- 1.8.0.13
- Created
- Sat, 26 Sep 2026 09:31:56 GMT
- Last Modified
- Sat, 26 Sep 2026 09:31:59 GMT
1.0.15
- GM UserActions (Force Unlock, Force Unclaim, Inspect Trunk) and the trunk-lock visibility checks did not correctly recognize the local player as Game Master in real client/server setups. `IsPlayerGameMaster(int playerId)` resolves via `SCR_EditorManagerCore.GetEditorManager(playerId)`, which is only reliably populated on the server for arbitrary player IDs — client-side visibility checks (`CanBeShownScript`, evaluated locally) could silently return false for a genuine GM. Added `SCR_BaseCompartmentManagerComponent.IsLocalPlayerGameMaster()` (backed by the static, purely local `SCR_EditorManagerEntity.IsLimitedInstance()`) and switched all client-side visibility checks to use it, while server-side authorization (`AttemptForceUnlock`, `AttemptForceUnclaim`) keeps using the original `IsPlayerGameMaster(playerId)`. - `IsPlayerGameMaster(int playerId)` still didn't work when the server actually processed a Force Unlock/Unclaim request: it called `editorMgr.IsLimitedInstance()`, but `IsLimitedInstance()` is a **static** method that only ever checks the local instance of whichever machine calls it — on a dedicated server (no local player) that's always `false`, regardless of which player's `editorMgr` was passed in. Switched to the actual per-instance method `editorMgr.IsLimited()`, which correctly reflects the state of the given player's editor manager.
- Game Version
- 1.8.0.13
- Created
- Sat, 26 Sep 2026 09:09:56 GMT
- Last Modified
- Sat, 26 Sep 2026 09:10:02 GMT
1.0.14
Fixed: - GM UserActions (Force Unlock, Force Unclaim, Inspect Trunk) and the trunk-lock visibility checks did not correctly recognize the local player as Game Master in real client/server setups. `IsPlayerGameMaster(int playerId)` resolves via `SCR_EditorManagerCore.GetEditorManager(playerId)`, which is only reliably populated on the server for arbitrary player IDs — client-side visibility checks (`CanBeShownScript`, evaluated locally) could silently return false for a genuine GM. Added `SCR_BaseCompartmentManagerComponent.IsLocalPlayerGameMaster()` (backed by the static, purely local `SCR_EditorManagerEntity.IsLimitedInstance()`) and switched all client-side visibility checks to use it, while server-side authorization (`AttemptForceUnlock`, `AttemptForceUnclaim`) keeps using the original `IsPlayerGameMaster(playerId)`, which is correct there.
- Game Version
- 1.8.0.13
- Created
- Sat, 26 Sep 2026 09:01:38 GMT
- Last Modified
- Sat, 26 Sep 2026 09:01:41 GMT
1.0.13
Added - Force Unlock (`GSC_VehicleForceUnlockUserAction`): GM opens a vehicle's door & trunk without changing its owner. Only visible to Game Masters. - Force Unclaim (`GSC_VehicleForceUnclaimUserAction`): GM fully removes a vehicle's owner (same as a natural death-unclaim, including resetting all shared keys). Only visible to Game Masters. - Force Unclaim in the editor context menu (`GSC_VehicleForceUnclaimContextAction`): same functionality also available by right-clicking a vehicle in the GM editor, wired into `Configs/Editor/ActionLists/Context/Shared.conf`. Runs server-side (`m_bIsServer 1`); authorization is already guaranteed by the fact that only Game Masters can open that menu. - (GM) Inspect Trunk (`GSC_VehicleAdminTrunkViewUserAction`): read-only opening of a locked trunk for GMs, without changing the lock state. Uses a short (10s), purely local visibility window (`GrantAdminTrunkView`/`HasActiveAdminTrunkView`) so access only ever happens through this action — not passively while walking by, and not through the regular "Open trunk" action. Changed - `SCR_OpenVehicleStorageAction` / `SCR_OpenStorageAction`: removed the automatic GM bypass. When the trunk is locked, GMs now only see the dedicated "(GM) Inspect Trunk" action instead of also (redundantly) seeing the regular "Open trunk" option. - `SCR_UniversalInventoryStorageComponent.ShouldHideInVicinity`: removed the passive GM bypass for the vicinity popup; access now only happens through the Inspect Trunk action's visibility window described above. - `SCR_BaseCompartmentManagerComponent.AttemptForceUnclaim` refactored onto a shared `DoForceUnclaim` core, used by both the in-world action and the editor context action. New file - `Scripts/Game/GSC_VehicleLockGameMasterActions.c` — contains all the admin/GM additions above. Deliberately named to sort alphabetically after `GSC_VehicleLockComponent.c`, since Enfusion compiles `modded class` files in that order and the new methods build on that file's protected fields/methods.
- Game Version
- 1.8.0.13
- Created
- Sat, 26 Sep 2026 08:11:05 GMT
- Last Modified
- Sat, 26 Sep 2026 08:11:10 GMT
1.0.12
Vehicle Blacklist Added
- Game Version
- 1.8.0.13
- Created
- Thu, 24 Sep 2026 07:55:36 GMT
- Last Modified
- Thu, 24 Sep 2026 07:55:40 GMT
1.0.11
- Game Version
- 1.8.0.13
- Created
- Wed, 23 Sep 2026 16:25:05 GMT
- Last Modified
- Wed, 23 Sep 2026 16:25:13 GMT
1.0.10
Fixing Lockpicking
- Game Version
- 1.8.0.13
- Created
- Sun, 20 Sep 2026 20:13:19 GMT
- Last Modified
- Sun, 20 Sep 2026 20:13:25 GMT
1.0.9
Fixed Inventar Drag and Drop not working
- Game Version
- 1.8.0.13
- Created
- Sun, 20 Sep 2026 19:05:59 GMT
- Last Modified
- Sun, 20 Sep 2026 19:06:06 GMT
1.0.8
Vehicles getting Unlocked after the Owner Died. Vehicle can be reclaimed by players. Removed Hints -> Dynamic User Actions
- Game Version
- 1.8.0.13
- Created
- Sun, 20 Sep 2026 17:52:27 GMT
- Last Modified
- Sun, 20 Sep 2026 17:52:32 GMT
1.0.7
- Game Version
- 1.8.0.13
- Created
- Fri, 18 Sep 2026 21:49:01 GMT
- Last Modified
- Fri, 18 Sep 2026 21:49:06 GMT
1.0.6
- Game Version
- 1.8.0.13
- Created
- Fri, 18 Sep 2026 17:31:04 GMT
- Last Modified
- Fri, 18 Sep 2026 17:31:08 GMT
1.0.5
- Game Version
- 1.8.0.13
- Created
- Fri, 18 Sep 2026 17:24:46 GMT
- Last Modified
- Fri, 18 Sep 2026 17:24:51 GMT
1.0.4
- Game Version
- 1.8.0.13
- Created
- Fri, 18 Sep 2026 17:13:12 GMT
- Last Modified
- Fri, 18 Sep 2026 17:13:19 GMT